Space Wraith

Overview Escape the collapsing ship. You have stolen the heart of a space wraith… …and he is coming to reclaim it. Platform/System Windows Brief Play Description Find the code and escape the room, clear as many rooms as possible before you’re caught. WINNER: BEST AUDIO! More info available at http://2013.globalgamejam.org/2013/space-wraith

TCE

Overview An ongoing project to build a simple game engine. Hosted on Bitbucket, it is a continuation of the work I carried out for my undergraduate honours thesis. It’s designed to be a a modular, extensible system, that allows the user to swap out any subsytem such as the renderer or physics module.

TML

Overview Initially concieved to be fully compliant with the GLSL standard, it currently only really supports swizzles, and basic math functionality. Originally used in my TCE project, it has now been replaced by GLM as it was blocking other features I wanted to work. The library is still in progress, but before I go any further with it I need to backfill some unit tests. This has given me the opportunity to experiment with some different unit testing frameworks, currently I’m favouring googletest.TML is hosted on Bitbucket.

Tutorial 1 (Creating an OpenGL Context)

Outline Many OpenGL tutorials start with something like “First install GLFW”, or “To start you will need a windowing library such as SDL”, or if you’re really unlucky, “Start by downloading Freeglut”. None of these are necessary (although if you insist on using one I recommend SFML which provides lots of nice features such as image/audio loading and has a very shallow learning curve). The one advantage these libraries offer you is that they tend to be extremely portable and will run across most platforms.

Tutorial 2 (Dealing With User Input)

Background When approaching this tutorial I hummed and hawed over whether it should build on Tutorial1 or not. Technically it has nothing to do with OpenGL, but user input is so closely tied to creating a window that in the end I decided that I would. Bearing that in mind the starting point for this tutorial more or less picks up at the end of Tutorial1. If you haven’t worked through it, then the source and Visual Studio project files for it are available on Bitbucket here.

Tutorial2.5 (An alternative method for user input)

Background In [Tutorial2]http://keithgrant.co.uk/tutorials/Tutorial2/ I outlined how to add basic input handling to an application, in particular one using the OpenGLContext from [Tutorial1]http://keithgrant.co.uk/tutorials/Tutorial1/. This method is fine and you can pass the event that is generated down into whatever you application you create very easily, the main loop would look something like: #!C++ while(my_app.run()) { // Process Inputs InputEvent e; while (test_window.popEvent(e)) { my_app->processInputs(e); } my_app->update(); my_app->draw(); } this is fine I suppose, but it does impose some restrictions.